The Horror MONSTROUS RECLUSE 10 (30)

Claim the Sky

Experiments with creating a new form of exotic matter went tragically wrong, transforming Sullivan Morales into a hideous 10-foot (3 m) tall monstrosity.

As if the Horror's mere presence wasn't enough, he has developed various telepathic abilities, including the psychological power to draw out the horrific part of a viewer's own soul and show it back to them. This can be a life-changing or a life-ending event for the viewer.

Dreadful, strong, and possibly immortal, the Horror just wants to be left alone by the society that hates and fears him. Currently, he lives in the sewers beneath Manhattan.

Motive: To be left alone; to cure his condition

Environment: In lonely, dark places, all alone

Health: 100

Damage Inflicted: Major wound (15 points)

Armor: 10

Movement: Short; short when burrowing

Modifications: Speed defense as level 7; knowledge tasks as level 8

Combat: The Horror's two physical attacks each round are devastating, and targets who take damage must succeed on a Might defense roll or descend one step on the damage track.

He can throw cars and large objects at targets within long range, attacking all creatures within immediate range of his primary target.

If the Horror spends his action concentrating on a target within short range, the psychic attack causes them to objectively confront the horror of their own existence (heightened by an order of magnitude) on a failed Intellect defense roll. A target who succeeds is still dazed for one round, while a target who fails takes 15 points of Intellect damage, is stunned for one round, and (if the Horror wishes it) moves one step down the damage track. Afterward, the affected target is dazed until they mentally come to grips with what they saw, which takes at least a few days.

The Horror's healing factor is incredible.

He regains 20 health per round, and even if at 0 health, he regains 1 point of health each minute.

Interaction: The Horror tries to ignore contact, but if intruders persevere, he will telepathically respond. All such contact is tinged with a creeping sense of dread. The best way to motivate the Horror is to hold out a promise of a cure.

Use: The international criminal known as Z has promised to return the Horror to normalcy if the monstrosity does his bidding during an upcoming crime spree.

GM Intrusion: The character within immediate range of the Horror must succeed on a Speed defense roll or be grasped by a mouth, tendril, or clawed hand. (This requires no action on the Horror's part.) The grabbed character sustains 10 points of damage each round until they escape.